Didn't know this. So my GM screen gets very messy with paths taken and attack arrows. ![]() Not sure I really like that. |
| Cool thanks! I will have to put it out to see if anyone would be interested in trying this out at Paizocon or Gencon. Robyn |
| Hey Pygon, I was thinking of maybe putting out for a group an invitation of have a LAN party/Game at a convention, where everyone would bring their machine/laptop and plug into a hub (actually a router I guess so that everyone would be assigned an IP), but not actually on the internet. Before doing this, is there any issues that I would have to deal with to make this a working situation? (Other than bringing my router, wires for those without Wireless). As a GM this might be an interesting thing to do, and might have a higher chance of successfully getting enough players who all have the program. As a GM, I wouldn't have to draw out a map, or run a voice software, since we are all at the same table (Sorry everyone if this is an obvious question, but I hadn't tried it yet). Thanks Robyn |
| One problem I noticed as a gm, is that players tend to get messy on the map, they place attack arrows, paths they are going to move, etc and when their "turn" is over, they leave a mess (ie, they don't clear the arrows and paths) Is there a quick way for the Player to automate the removal of those helpful features, without "someone" have to undo those graphics one by one. Those type of graphics tend to be transitory and do not need to stay on the map past that turn or round: an autocleanup maybe at the conclusion of a round of combat, before the next round begins, this could be a game setting switch maybe? Thanks Robyn |
| Hey Pygon, Sorry I didn't see this earlier! If you decide to do any further ads: Make sure you put in: Simple, yet robust interface, that lets you get down to gaming quickly, without requiring your players nor the GM to do hours of setup. Intuitive interface that is quickly mastered by player, reducing intro time before they get into the action! Robyn/Dragonlady |
Figured, but you asked, so I obliged! ![]() I'm just messing with the maps at this point, since the scenario been played, its all messed with already! |
| Map as seen by GM map As seen by players map As seen by GM on Lighting wall screen; map |
| It seems that lighting is working a little differently for the PCs, versus me as GM. The darkness walls do not block the light unless they are double lined, while as PCs, it seems that the light is blocked by only one layer of darkness wall. Is this intentional? |
| Since TToprpg does not deal with LOS/explored visibility, The GM will need to constantly have the entire map occuded via the Hide function on the menu and then "Reveal" sections at the time of game play, else the players will see the entire geometry of your dungeon/scenario/map then right? |
| ok, more play, given a light source, full light, 20 foot radius. You actually have to set up two wall to block the light? the first wall, tones it down to dim. The second wall tones it down to darkness? I set both walls to "light to darkness" am I observing this right? |
| I also wanted to add my thanks for this product. I have played a couple of games using your program and now GMed a game also for PFS. I found it easier to set up characters and maps than rpgtools, and very much appreciate it. I am still learning the program and had a few fau paux in my set up of the scenario, but not anything that totally killed it for players (I hope). Thanks! |
| So when you create shadow walls, the default is that they lower the light by one level, going from full to dim (and therefore dim to none) , or from dim to none. So you have to goto the Lighting mode, and then select your wall, and you can change (toggle) the wall between "Full (L)ight to darkness" and "Full (L)ight to shadow" right? So this is what blocks lights that are outside a room from penetrating the walls and illuminating the wall. Is there a correlation between lighting and LOS? It seems that when I have a torch or light source in the room for my NPCs to see that the characters also see the room interior even though they have no LOS and have not explored that room/area yet. As a GM is is not "quick" to turn these lights off until they reach the area, but my players should not be able to see the illuminated room behind that door until I open the door for them (this requires me as a gm to do two steps, 1. deactive the door shadow wall, opening the door and light and vision is now active both ways, and 2. turn on the lights in the room. As a GM, who is trying to provide details of the scene to the players, these are extra activites that distract me <sigh>. |
| It would be nice to add some standard lighting sources that could be easily added to icons or spots: Candle light spells torches sunrods continual light daylight lanterns etc. Being able to allow players or gm to right click and add these light sources to items or their characters would speed up play and ease the GM having to run back and forth and look up: "Oh you have that type of light, let me look up its stats (radius, brightness, etc). Of course if you could add that, then the reverse if true also: darkness continual darkness (if there were such a thing) etc Thanks Robyn |